ACTOR "AmmoPack " : AmmoPack Replaces AmmoPack
{
Scale 0.8
Inventory.Amount 1
Inventory.MaxAmount 5
Inventory.InterHubAmount 5
Inventory.PickupSound "pickups/iammosatchel"
Inventory.UseSound "Null"
Inventory.PickupMessage "Ammo Satchel"
Inventory.Icon "INASA0"
+INVENTORY.INVBAR
+FLOORCLIP
States
{
Spawn:
      ASAT A -1
      Stop
Use:
	  TNT1 A 0 A_JumpIfInventory("ModdedBackpack",1,"Backpack")
      TNT1 A 0 A_JumpIfInventory("BulletMag",200,"Shells")
	  TNT1 A 0 A_PlaySound("ammosatchel/use")
	  TNT1 A 0 A_GiveInventory("BulletMag",30)
	  TNT1 A 0 A_GiveInventory("LegendaryBulletMag",30)
	  TNT1 A 0 A_GiveInventory("NewShell",12)
	  TNT1 A 0 A_GiveInventory("LegendaryShell",8)
	  TNT1 A 0 A_GiveInventory("Missile",6)
	  TNT1 A 0 A_GiveInventory("NewCell",30)
	  TNT1 A 0 A_GiveInventory("DemonAmmo",30)
	  TNT1 A 0 A_GiveInventory("HandGrenadeAmmo",1)
	  TNT1 A 0 A_GiveInventory("MineAmmo",1)
	  TNT1 A 0 A_GiveInventory("LDemonAmmo",15)
	  Stop
Shells:
	  TNT1 A 0 A_JumpIfInventory("NewShell",50,"LegendaryShells")
	  TNT1 A 0 A_PlaySound("ammosatchel/use")
	  TNT1 A 0 A_GiveInventory("BulletMag",30)
	  TNT1 A 0 A_GiveInventory("LegendaryBulletMag",30)
	  TNT1 A 0 A_GiveInventory("NewShell",12)
	  TNT1 A 0 A_GiveInventory("LegendaryShell",8)
	  TNT1 A 0 A_GiveInventory("Missile",6)
	  TNT1 A 0 A_GiveInventory("NewCell",30)
	  TNT1 A 0 A_GiveInventory("DemonAmmo",30)
	  TNT1 A 0 A_GiveInventory("HandGrenadeAmmo",1)
	  TNT1 A 0 A_GiveInventory("MineAmmo",1)
	  TNT1 A 0 A_GiveInventory("LDemonAmmo",15)
	  Stop
LegendaryShells:
	  TNT1 A 0 A_JumpIfInventory("LegendaryShell",50,"Rockets")
	  TNT1 A 0 A_PlaySound("ammosatchel/use")
	  TNT1 A 0 A_GiveInventory("BulletMag",30)
	  TNT1 A 0 A_GiveInventory("LegendaryBulletMag",30)
	  TNT1 A 0 A_GiveInventory("NewShell",12)
	  TNT1 A 0 A_GiveInventory("LegendaryShell",8)
	  TNT1 A 0 A_GiveInventory("Missile",6)
	  TNT1 A 0 A_GiveInventory("NewCell",30)
	  TNT1 A 0 A_GiveInventory("DemonAmmo",30)
	  TNT1 A 0 A_GiveInventory("HandGrenadeAmmo",1)
	  TNT1 A 0 A_GiveInventory("MineAmmo",1)
	  TNT1 A 0 A_GiveInventory("LDemonAmmo",15)
	  Stop
Rockets:
	  TNT1 A 0 A_JumpIfInventory("Missile",50,"Cells")
	  TNT1 A 0 A_PlaySound("ammosatchel/use")
	  TNT1 A 0 A_GiveInventory("BulletMag",30)
	  TNT1 A 0 A_GiveInventory("LegendaryBulletMag",30)
	  TNT1 A 0 A_GiveInventory("NewShell",12)
	  TNT1 A 0 A_GiveInventory("LegendaryShell",8)
	  TNT1 A 0 A_GiveInventory("Missile",6)
	  TNT1 A 0 A_GiveInventory("NewCell",30)
	  TNT1 A 0 A_GiveInventory("DemonAmmo",30)
	  TNT1 A 0 A_GiveInventory("HandGrenadeAmmo",1)
	  TNT1 A 0 A_GiveInventory("MineAmmo",1)
	  TNT1 A 0 A_GiveInventory("LDemonAmmo",15)
	  Stop
Cells:
	  TNT1 A 0 A_JumpIfInventory("NewCell",300,"DemonPlasma")
	  TNT1 A 0 A_PlaySound("ammosatchel/use")
	  TNT1 A 0 A_GiveInventory("BulletMag",30)
	  TNT1 A 0 A_GiveInventory("LegendaryBulletMag",30)
	  TNT1 A 0 A_GiveInventory("NewShell",12)
	  TNT1 A 0 A_GiveInventory("LegendaryShell",8)
	  TNT1 A 0 A_GiveInventory("Missile",6)
	  TNT1 A 0 A_GiveInventory("NewCell",30)
	  TNT1 A 0 A_GiveInventory("DemonAmmo",30)
	  TNT1 A 0 A_GiveInventory("HandGrenadeAmmo",1)
	  TNT1 A 0 A_GiveInventory("MineAmmo",1)
	  TNT1 A 0 A_GiveInventory("LDemonAmmo",15)
	  Stop
DemonPlasma:	  
	  TNT1 A 0 A_JumpIfInventory("DemonAmmo",300,"LegendaryDemonPlasma")
	  TNT1 A 0 A_PlaySound("ammosatchel/use")
	  TNT1 A 0 A_GiveInventory("BulletMag",30)
	  TNT1 A 0 A_GiveInventory("LegendaryBulletMag",30)
	  TNT1 A 0 A_GiveInventory("NewShell",12)
	  TNT1 A 0 A_GiveInventory("LegendaryShell",8)
	  TNT1 A 0 A_GiveInventory("Missile",6)
	  TNT1 A 0 A_GiveInventory("NewCell",30)
	  TNT1 A 0 A_GiveInventory("DemonAmmo",30)
	  TNT1 A 0 A_GiveInventory("HandGrenadeAmmo",1)
	  TNT1 A 0 A_GiveInventory("MineAmmo",1)
	  TNT1 A 0 A_GiveInventory("LDemonAmmo",15)
	  Stop
LegendaryDemonPlasma:	  
	  TNT1 A 0 A_JumpIfInventory("LDemonAmmo",250,"Grenades")
	  TNT1 A 0 A_PlaySound("ammosatchel/use")
	  TNT1 A 0 A_GiveInventory("BulletMag",30)
	  TNT1 A 0 A_GiveInventory("LegendaryBulletMag",30)
	  TNT1 A 0 A_GiveInventory("NewShell",12)
	  TNT1 A 0 A_GiveInventory("LegendaryShell",8)
	  TNT1 A 0 A_GiveInventory("Missile",6)
	  TNT1 A 0 A_GiveInventory("NewCell",30)
	  TNT1 A 0 A_GiveInventory("DemonAmmo",30)
	  TNT1 A 0 A_GiveInventory("HandGrenadeAmmo",1)
	  TNT1 A 0 A_GiveInventory("MineAmmo",1)
	  TNT1 A 0 A_GiveInventory("LDemonAmmo",15)
	  Stop
Grenades:
	  TNT1 A 0 A_JumpIfInventory("HandGrenadeAmmo",4,"Mines")
	  TNT1 A 0 A_PlaySound("ammosatchel/use")
	  TNT1 A 0 A_GiveInventory("BulletMag",30)
	  TNT1 A 0 A_GiveInventory("LegendaryBulletMag",30)
	  TNT1 A 0 A_GiveInventory("NewShell",12)
	  TNT1 A 0 A_GiveInventory("LegendaryShell",8)
	  TNT1 A 0 A_GiveInventory("Missile",6)
	  TNT1 A 0 A_GiveInventory("NewCell",30)
	  TNT1 A 0 A_GiveInventory("DemonAmmo",30)
	  TNT1 A 0 A_GiveInventory("HandGrenadeAmmo",1)
	  TNT1 A 0 A_GiveInventory("MineAmmo",1)
	  TNT1 A 0 A_GiveInventory("LDemonAmmo",15)
	  Stop
Mines:
	  TNT1 A 0 A_JumpIfInventory("MineAmmo",4,"Full")
	  TNT1 A 0 A_PlaySound("ammosatchel/use")
	  TNT1 A 0 A_GiveInventory("BulletMag",30)
	  TNT1 A 0 A_GiveInventory("LegendaryBulletMag",30)
	  TNT1 A 0 A_GiveInventory("NewShell",12)
	  TNT1 A 0 A_GiveInventory("LegendaryShell",8)
	  TNT1 A 0 A_GiveInventory("Missile",6)
	  TNT1 A 0 A_GiveInventory("NewCell",30)
	  TNT1 A 0 A_GiveInventory("DemonAmmo",30)
	  TNT1 A 0 A_GiveInventory("HandGrenadeAmmo",1)
	  TNT1 A 0 A_GiveInventory("MineAmmo",1)
	  TNT1 A 0 A_GiveInventory("LDemonAmmo",15)
	  Stop		  
Backpack:
      TNT1 A 0 A_JumpIfInventory("BulletMag",400,"BPShells")
	  TNT1 A 0 A_PlaySound("ammosatchel/use")
	  TNT1 A 0 A_GiveInventory("BulletMag",30)
	  TNT1 A 0 A_GiveInventory("LegendaryBulletMag",30)
	  TNT1 A 0 A_GiveInventory("NewShell",12)
	  TNT1 A 0 A_GiveInventory("LegendaryShell",8)
	  TNT1 A 0 A_GiveInventory("Missile",6)
	  TNT1 A 0 A_GiveInventory("NewCell",30)
	  TNT1 A 0 A_GiveInventory("DemonAmmo",30)
	  TNT1 A 0 A_GiveInventory("HandGrenadeAmmo",1)
	  TNT1 A 0 A_GiveInventory("MineAmmo",1)
	  TNT1 A 0 A_GiveInventory("LDemonAmmo",15)
	  Stop
BPShells:
	  TNT1 A 0 A_JumpIfInventory("NewShell",100,"BPLegendaryShells")
	  TNT1 A 0 A_PlaySound("ammosatchel/use")
	  TNT1 A 0 A_GiveInventory("BulletMag",30)
	  TNT1 A 0 A_GiveInventory("LegendaryBulletMag",30)
	  TNT1 A 0 A_GiveInventory("NewShell",12)
	  TNT1 A 0 A_GiveInventory("LegendaryShell",8)
	  TNT1 A 0 A_GiveInventory("Missile",6)
	  TNT1 A 0 A_GiveInventory("NewCell",30)
	  TNT1 A 0 A_GiveInventory("DemonAmmo",30)
	  TNT1 A 0 A_GiveInventory("HandGrenadeAmmo",1)
	  TNT1 A 0 A_GiveInventory("MineAmmo",1)
	  TNT1 A 0 A_GiveInventory("LDemonAmmo",15)
	  Stop
BPLegendaryShells:
	  TNT1 A 0 A_JumpIfInventory("LegendaryShell",100,"BPRockets")
	  TNT1 A 0 A_PlaySound("ammosatchel/use")
	  TNT1 A 0 A_GiveInventory("BulletMag",30)
	  TNT1 A 0 A_GiveInventory("LegendaryBulletMag",30)
	  TNT1 A 0 A_GiveInventory("NewShell",12)
	  TNT1 A 0 A_GiveInventory("LegendaryShell",8)
	  TNT1 A 0 A_GiveInventory("Missile",6)
	  TNT1 A 0 A_GiveInventory("NewCell",30)
	  TNT1 A 0 A_GiveInventory("DemonAmmo",30)
	  TNT1 A 0 A_GiveInventory("HandGrenadeAmmo",1)
	  TNT1 A 0 A_GiveInventory("MineAmmo",1)
	  TNT1 A 0 A_GiveInventory("LDemonAmmo",15)
	  Stop
BPRockets:
	  TNT1 A 0 A_JumpIfInventory("Missile",100,"BPCells")
	  TNT1 A 0 A_PlaySound("ammosatchel/use")
	  TNT1 A 0 A_GiveInventory("BulletMag",30)
	  TNT1 A 0 A_GiveInventory("LegendaryBulletMag",30)
	  TNT1 A 0 A_GiveInventory("NewShell",12)
	  TNT1 A 0 A_GiveInventory("LegendaryShell",8)
	  TNT1 A 0 A_GiveInventory("Missile",6)
	  TNT1 A 0 A_GiveInventory("NewCell",30)
	  TNT1 A 0 A_GiveInventory("DemonAmmo",30)
	  TNT1 A 0 A_GiveInventory("HandGrenadeAmmo",1)
	  TNT1 A 0 A_GiveInventory("MineAmmo",1)
	  TNT1 A 0 A_GiveInventory("LDemonAmmo",15)
	  Stop
BPCells:
	  TNT1 A 0 A_JumpIfInventory("NewCell",600,"BPDemonPlasma")
	  TNT1 A 0 A_PlaySound("ammosatchel/use")
	  TNT1 A 0 A_GiveInventory("BulletMag",30)
	  TNT1 A 0 A_GiveInventory("LegendaryBulletMag",30)
	  TNT1 A 0 A_GiveInventory("NewShell",12)
	  TNT1 A 0 A_GiveInventory("LegendaryShell",8)
	  TNT1 A 0 A_GiveInventory("Missile",6)
	  TNT1 A 0 A_GiveInventory("NewCell",30)
	  TNT1 A 0 A_GiveInventory("DemonAmmo",30)
	  TNT1 A 0 A_GiveInventory("HandGrenadeAmmo",1)
	  TNT1 A 0 A_GiveInventory("MineAmmo",1)
	  TNT1 A 0 A_GiveInventory("LDemonAmmo",15)
	  Stop
BPDemonPlasma:	
	  TNT1 A 0 A_JumpIfInventory("DemonAmmo",600,"BPLegendaryDemonPlasma")
	  TNT1 A 0 A_PlaySound("ammosatchel/use")
	  TNT1 A 0 A_GiveInventory("BulletMag",30)
	  TNT1 A 0 A_GiveInventory("LegendaryBulletMag",30)
	  TNT1 A 0 A_GiveInventory("NewShell",12)
	  TNT1 A 0 A_GiveInventory("LegendaryShell",8)
	  TNT1 A 0 A_GiveInventory("Missile",6)
	  TNT1 A 0 A_GiveInventory("NewCell",30)
	  TNT1 A 0 A_GiveInventory("DemonAmmo",30)
	  TNT1 A 0 A_GiveInventory("HandGrenadeAmmo",1)
	  TNT1 A 0 A_GiveInventory("MineAmmo",1)
	  TNT1 A 0 A_GiveInventory("LDemonAmmo",15)
	  Stop
BPLegendaryDemonPlasma:	
      TNT1 A 0 A_JumpIfInventory("LDemonAmmo",500,"BPGrenades")
	  TNT1 A 0 A_PlaySound("ammosatchel/use")
	  TNT1 A 0 A_GiveInventory("BulletMag",30)
	  TNT1 A 0 A_GiveInventory("LegendaryBulletMag",30)
	  TNT1 A 0 A_GiveInventory("NewShell",12)
	  TNT1 A 0 A_GiveInventory("LegendaryShell",8)
	  TNT1 A 0 A_GiveInventory("Missile",6)
	  TNT1 A 0 A_GiveInventory("NewCell",30)
	  TNT1 A 0 A_GiveInventory("DemonAmmo",30)
	  TNT1 A 0 A_GiveInventory("HandGrenadeAmmo",1)
	  TNT1 A 0 A_GiveInventory("MineAmmo",1)
	  TNT1 A 0 A_GiveInventory("LDemonAmmo",15)
	  Stop
BPGrenades:
	  TNT1 A 0 A_JumpIfInventory("HandGrenadeAmmo",8,"BPMines")
	  TNT1 A 0 A_PlaySound("ammosatchel/use")
	  TNT1 A 0 A_GiveInventory("BulletMag",30)
	  TNT1 A 0 A_GiveInventory("LegendaryBulletMag",30)
	  TNT1 A 0 A_GiveInventory("NewShell",12)
	  TNT1 A 0 A_GiveInventory("LegendaryShell",8)
	  TNT1 A 0 A_GiveInventory("Missile",6)
	  TNT1 A 0 A_GiveInventory("NewCell",30)
	  TNT1 A 0 A_GiveInventory("DemonAmmo",30)
	  TNT1 A 0 A_GiveInventory("HandGrenadeAmmo",1)
	  TNT1 A 0 A_GiveInventory("MineAmmo",1)
	  TNT1 A 0 A_GiveInventory("LDemonAmmo",15)
	  Stop
BPMines:
	  TNT1 A 0 A_JumpIfInventory("MineAmmo",8,"Full")
	  TNT1 A 0 A_PlaySound("ammosatchel/use")
	  TNT1 A 0 A_GiveInventory("BulletMag",30)
	  TNT1 A 0 A_GiveInventory("LegendaryBulletMag",30)
	  TNT1 A 0 A_GiveInventory("NewShell",12)
	  TNT1 A 0 A_GiveInventory("LegendaryShell",8)
	  TNT1 A 0 A_GiveInventory("Missile",6)
	  TNT1 A 0 A_GiveInventory("NewCell",30)
	  TNT1 A 0 A_GiveInventory("DemonAmmo",30)
	  TNT1 A 0 A_GiveInventory("HandGrenadeAmmo",1)
	  TNT1 A 0 A_GiveInventory("MineAmmo",1)
	  TNT1 A 0 A_GiveInventory("LDemonAmmo",15)
	  Stop
Full:
	  TNT1 A 0 
	  Fail
      } 
}
